Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Doomelf |
Class | Doomed |
Level / Exp | 42 / 60% |
Size | big |
Lifes / Deaths | Killed by war hound at level 17 on the 30th Regrowth 123rd year of Ascendancy at 16:22 0 / 8Killed by Mayigara the Guardian at level 17 on the 31st Regrowth 123rd year of Ascendancy at 14:17 Killed by Mayigara the Guardian at level 17 on the 31st Regrowth 123rd year of Ascendancy at 16:35 Killed by elven blood mage at level 31 on the 53rd Dusk 123rd year of Ascendancy at 19:29 Killed by Doominique at level 35 on the 63rd Haze 123rd year of Ascendancy at 07:38 Killed by Tannen at level 35 on the 64th Haze 123rd year of Ascendancy at 03:39 Killed by orc necromancer at level 42 on the 66th Regrowth 125th year of Ascendancy at 15:01 Killed by shadow at level 42 on the 67th Regrowth 125th year of Ascendancy at 05:58 |
Primary Stats
Strength | 32 (base 12) |
Dexterity | 26 (base 12) |
Constitution | 66 (base 43) |
Magic | 36 (base 14) |
Willpower | 99.118370450818 (base 61) |
Cunning | 101.41224696721 (base 60) |
Resources
Hate | 100/100 |
Equilibrium | 18 |
Life | -139/965 |
Paradox | 300 |
Stamina | 467/467 |
Healing Factor | 0.82168215979567 |
Regeneration | 0.20542053994892 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Invisible | 4 |
Offense: Mainhand
Damage | 137 |
Accuracy | 59 |
Crit Chance | 35% |
APR | 79 |
Speed | 1.00 |
Offense: Offhand
Damage | 137 |
Accuracy | 59 |
Crit Chance | 35% |
APR | 79 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.333333333333 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
All | +4% |
Offense: Damage Penetration
All | +20% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 24 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 56 |
Mental Save | 64 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 28% |
Blind Resistance | 50% |
Disarm Resistance | 50% |
Pinning Resistance | 0% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 402 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 632% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 13 turns. While Heroism is active, you will only die when reaching -783 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Advanced shadowmancy | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Gesture of Pain |
talent | Deflection |
talent | Call Shadows |
talent | Psiblades |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Guarding against melee damage: Will dismiss up to 400 damage from the next 2.3 attack(s) with a 10% chance to counterattack. Guarded |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 2%. Cursed Form |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by icy orc wyrmic. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You failed to protect the repented thief from death by Ivavena the skeleton magus. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda died to a Yaech raiding party at the beach. | failed |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 660. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Lightningking (4 def, 3 armour) Lightningking (4 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +2 Con Changes damage: +3% temporal Physical save: +13 (+4 eff.) Mental save: +13 (+3 eff.) Silence immunity: +22% Confusion immunity: +25% Stun/Freeze immunity: +25% A pair of boots made of leather. |
Light source | Borasadig BorasadigCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% nature Physical save: +20 (+7 eff.) Spell save: +20 (+6 eff.) Spellpower: +6 (+1 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bregagoblek the elven-silk wizard hat (3 def, 0 armour) Bregagoblek the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +7 Cun / +6 Wil Changes resistances: +13% lightning / +11% temporal / +11% fire / +5% arcane / +14% cold Mindpower: +9 (+2 eff.) Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
On hands | Yvynor the Flashwild (0 def, 3 armour) Yvynor the Flashwild (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +2 (+1 eff.) Armour: +3 Effects on melee hit: * 15% chance to daze Damage (Melee): 9 acid Changes stats: +4 Str / +3 Wil / +7 Con Changes resistances: +12% blight / +16% arcane / +15% darkness / +7% acid Changes damage: +8% acid Damage affinity(heal): +13% nature Talent masteries: +0.20 Technique / Grappling +0.20 Wild-gift / Antimagic Spell save: +19 (+6 eff.) Disarm immunity: +50% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | steel torque of thermal psionic shield [power 43] (20 cooldown) steel torque of thermal psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
On fingers | wizard's voratun ring of warding wizard's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +18% acid / +17% fire / +15% cold / +12% lightning Spell save: +6 (+2 eff.) Rings can have magical properties. |
Around neck | Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 24% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
In main hand | wyrm's living mindstar of persecution (Madness) (17.5-19.25 power, 78 apr, mind damage) wyrm's living mindstar of persecution (Madness) (17.5-19.25 power, 78 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. The set is complete. Base power: 17.5 - 19.3 Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +26% Unnatural When wielded/worn: Damage when hit (Melee): 3 lightning / 5 physical / 5 cold / 10 fire / 5 acid Changes resistances: +2% lightning / +5% physical / +6% cold / +2% acid / +5% fire Blindness immunity: +50% Stun/Freeze immunity: +50% Mindpower: +19 (+5 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | monstrous hardened leather belt of burglary monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Str / +5 Dex / +4 Cun / +4 Con / +7 Lck Trap disarming bonus: +11 Stealth bonus: +7 Physical save: +10 (+3 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
In off hand | living mindstar 'Runesaldir' (Shrouds) (15.5-17.05 power, 78 apr, nature damage) living mindstar 'Runesaldir' (Shrouds) (15.5-17.05 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. The set is complete. Base power: 15.5 - 17.1 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +8 Str / +8 Dex / +8 Mag / +17 Wil / +11 Cun / +9 Con Changes resistances: +16% lightning / +6% cold / +12% nature / +6% fire Changes resistances penetration: +15% lightning Changes damage: +17% lightning Mindpower: +19 (+5 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | spellcowled cashmere cloak of the hunter (Corpses) (2 def, 0 armour) spellcowled cashmere cloak of the hunter (Corpses) (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 (+10 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +2 Wil / +2 Mag Spell save: +8 (+3 eff.) Maximum life: +42.00 Maximum mana: +45.00 Maximum stamina: +21.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Crimson Robe (Nightmares) (12 def, 0 armour) Crimson Robe (Nightmares) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Nightmares This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 84)healing infusion (heal 84) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 84 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
This item will automatically be transmogrified when you leave the level. lightning rune (129 lightning damage)lightning rune (129 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 43.16 to 129.47 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the wizard (1356% regen over 10 turns; 68 instant mana)manasurge rune of the wizard (1356% regen over 10 turns; 68 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1356% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. cleansing voratun amulet of willpower (+3)cleansing voratun amulet of willpower (+3) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +17% nature / +19% blight Poison immunity: +38% Disease immunity: +30% Amulets can have magical properties. |
savior's stralite amulet of willpower (+5) savior's stralite amulet of willpower (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Physical save: +16 (+5 eff.) Spell save: +17 (+5 eff.) Mental save: +14 (+4 eff.) Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet 'Poradavena' stralite amulet 'Poradavena'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: -6% Effects on melee hit: * 15% chance to corrode armour Changes stats: +6 Dex / +6 Mag / +6 Cun / +5 Con Changes damage: +5% physical Physical save: +10 (+3 eff.) Pinning immunity: +5% Life regen: +0.70 Stamina each turn: +0.70 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tulesus the Stormtooth Tulesus the StormtoothCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes damage: +6% darkness / +3% physical Stun/Freeze immunity: +35% Life regen: +2.90 Only die when reaching: -40.00 life Maximum life: +40.00 Rings can have magical properties. |
rogue's gold ring of frost (+22%) rogue's gold ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
rogue's steel ring of darkness (+24%) rogue's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
savior's gold ring of corrosion (+26%) savior's gold ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% acid Changes damage: +13% acid Physical save: +9 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +10 (+3 eff.) Rings can have magical properties. |
sneakthief's stralite ring of clarity sneakthief's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +7 Cun / +7 Dex Mental save: +9 (+2 eff.) Confusion immunity: +42% Rings can have magical properties. |
solipsist's steel ring of pilfering solipsist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +4 Wil Mindpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
solipsist's stralite ring of sensing solipsist's stralite ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +6 Wil Blindness immunity: +32% Mindpower: +7 (+2 eff.) Infravision radius: +4 See stealth: +12 See invisible: +18 Rings can have magical properties. |
stralite ring of misery stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +6 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
treant's voratun ring of life treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% nature / +9% blight Poison immunity: +10% Disease immunity: +25% Life regen: +1.30 Maximum life: +60.00 Healing mod.: +20% Rings can have magical properties. |
treant's voratun ring of misery treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +4 Cun Changes resistances: +8% nature / +14% blight Poison immunity: +10% Disease immunity: +22% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. elemental stralite dagger of crippling (Shrouds) (28.5-37.05 power, 9 apr)elemental stralite dagger of crippling (Shrouds) (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +10% acid / +9% fire / +10% cold / +10% lightning Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. glacial voratun dagger of crippling (Corpses) (38-49.4 power, 9 apr)glacial voratun dagger of crippling (Corpses) (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +16 ice When wielded/worn: Physical crit. chance: +9.0% Armour: +4 Changes resistances penetration: +8% cold Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite greatmaul of crippling (Corpses) (51-76.5 power, 3 apr)stralite greatmaul of crippling (Corpses) (51-76.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.0 - 76.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +17.0% Curse of Corpses Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatsword of erosion (Corpses) (64.5-103.2 power, 4 apr)balanced voratun greatsword of erosion (Corpses) (64.5-103.2 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 nature / +14 temporal When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +14 (+7 eff.) Disarm immunity: +43% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced stralite longsword of persecution (Nightmares) (36.5-51.1 power, 5 apr)balanced stralite longsword of persecution (Nightmares) (36.5-51.1 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage against: +23% Unnatural When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +8 (+4 eff.) Changes stats: +4 Wil Disarm immunity: +35% Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun longsword of crippling (Corpses) (44.5-62.3 power, 6 apr)plaguebringer's voratun longsword of crippling (Corpses) (44.5-62.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease On weapon crit: * cripple the target Damage (Melee): +17 blight When wielded/worn: Physical crit. chance: +11.0% Disease immunity: +22% Curse of Corpses Sharp, long, and deadly. |
hateful living mindstar of flames (Misfortune) (16.5-18.15 power, 40 apr, nature damage) hateful living mindstar of flames (Misfortune) (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural fire should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +10% fire Changes resistances penetration: +8% fire / +9% mind / +10% darkness Changes damage: +11% fire / +16% mind / +16% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful living mindstar of life (Shrouds) (16.5-18.15 power, 40 apr, nature damage) wrathful living mindstar of life (Shrouds) (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +1.10 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum life: +35.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +15% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Ashsage' (Madness) (25-30 power, 5 apr, cold element)elven-wood magestaff 'Ashsage' (Madness) (25-30 power, 5 apr, cold element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Changes stats: +1 Cun / +8 Con Changes damage: +25% cold Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Life regen: +1.70 Spellpower: +20 (+3 eff.) Spell crit. chance: +4% Infravision radius: +2 Healing mod.: +22% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone magestaff of might (Shrouds) (34-40.8 power, 6 apr, lightning element)potent dragonbone magestaff of might (Shrouds) (34-40.8 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +34% lightning Talent granted: +1 Command Staff Spellpower: +18 (+3 eff.) Spell crit. chance: +14% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing voratun waraxe of shearing (Shrouds) (41-57.4 power, 6 apr)arcing voratun waraxe of shearing (Shrouds) (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning When wielded/worn: Armour penetration: +10 Changes resistances penetration: +7% physical Changes damage: +7% physical Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced voratun waraxe of the mystic (Nightmares) (40-56 power, 6 apr)balanced voratun waraxe of the mystic (Nightmares) (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +11 (+6 eff.) Changes stats: +4 Wil / +5 Mag Disarm immunity: +45% Spellpower: +12 (+2 eff.) Curse of Nightmares One-handed war axes. |
skylord's hardened leather belt of valiance skylord's hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +7 Wil / +4 Cun Physical save: +13 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +21 (+5 eff.) Maximum life: +40.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Ureslak's Molted Scales (Shrouds) (0 def, 0 armour)Ureslak's Molted Scales (Shrouds) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / -30% arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +5% lightning / +5% darkness / -30% arcane / +5% fire / +5% nature / +5% cold Curse of Shrouds This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe of fire (+19%) (Madness) (5 def, 0 armour)verdant elven-silk robe of fire (+19%) (Madness) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +6 Con Changes resistances: +19% fire Changes damage: +9% nature / +13% fire Poison immunity: +45% Disease immunity: +37% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (Misfortune) (5 def, 0 armour) verdant elven-silk robe of life (Misfortune) (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +6 Con Changes resistances: +14% blight Changes damage: +8% nature Poison immunity: +32% Disease immunity: +32% Life regen: +3.50 Maximum life: +66.00 Healing mod.: +22% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. steady drakeskin leather gloves of magic (+4) (0 def, 3 armour)steady drakeskin leather gloves of magic (+4) (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+5 eff.) Armour: +3 Changes stats: +4 Mag Changes damage: +6% arcane Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +35% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's dwarven-steel gauntlets of the iron hand (0 def, 8 armour) stone warden's dwarven-steel gauntlets of the iron hand (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Armour Hardiness: +7% Changes stats: +4 Str / +3 Wil / +13 Con Changes resistances: +6% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour)aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +9 Con / +4 Mag Changes damage: +14% arcane Life regen: +4.20 Damage Shield Power: +6% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
psion's elven-silk wizard hat of arcana (3 def, 0 armour) psion's elven-silk wizard hat of arcana (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +4 Wil / +5 Mag Changes resistances: +12% mind Changes damage: +12% mind Physical save: +8 (+3 eff.) Mental save: +11 (+3 eff.) Maximum psi: +25.00 Spellpower: +5 (+1 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour 'Abysswrack' (Shrouds) (17 def, 16 armour)drakeskin leather armour 'Abysswrack' (Shrouds) (17 def, 16 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +17 (+9 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to disease Damage (Melee): 8 arcane Damage (Ranged): 8 arcane Damage when hit (Melee): 20 fire Changes stats: +4 Cun Changes resistances: +6% fire Changes resistances penetration: +10% blight Changes damage: +9% blight Mental save: +21 (+5 eff.) Life regen: +3.30 Mana each turn: +0.27 Maximum life: +69.00 Spellpower: +14 (+2 eff.) Healing mod.: +30% Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued reinforced leather armour of the wind (Nightmares) (9 def, 7 armour)multi-hued reinforced leather armour of the wind (Nightmares) (9 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +14 Physical crit. chance: +7.0% Armour: +7 Defense: +9 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 9 acid / 9 fire / 7 lightning / 7 cold Changes resistances: +8% acid / +8% fire / +9% cold / +5% lightning Stamina each turn: +0.90 Chance to avoid any damage: +7% Activating this item is instant. Curse of Nightmares It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. tempestuous reinforced leather armour of stability (Corpses) (14 def, 7 armour)tempestuous reinforced leather armour of stability (Corpses) (14 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +14 (+7 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +8% Damage (Melee): 7 lightning Damage (Ranged): 8 lightning Changes resistances: +14% lightning / +24% cold / +7% physical Physical save: +15 (+5 eff.) Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour of implacability (Misfortune) (9 def, 23 armour)prismatic voratun plate armour of implacability (Misfortune) (9 def, 23 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+5 eff.) Fatigue: +19% Changes resistances: +15% light / +14% darkness Physical save: +11 (+4 eff.) Curse of Misfortune A suit of armour made of metal plates. |
204 alchemist agate 204 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
9 jade 9 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 ruby 12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered stralite torque of kinetic psionic shield [power 159] (30 cooldown) overpowered stralite torque of kinetic psionic shield [power 159] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 159 for 7 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of psychoportation [power 33] (30 cooldown) quiet dwarven-steel torque of psychoportation [power 33] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to teleport randomly (rad 33), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield [power 147] (20 cooldown) voratun torque of kinetic psionic shield [power 147] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 147 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of charged psionic shield [power 135] (20 cooldown) warded voratun torque of charged psionic shield [power 135] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 135 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
This item will automatically be transmogrified when you leave the level. arcane dragonbone wand of trap destruction [power 117] (15 cooldown)arcane dragonbone wand of trap destruction [power 117] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to disarm traps (117 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 15 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Doominique the Doomelf Doomed level 26
38th Pyre 123rd year of Ascendancy at 17:41 see stats
By Doominique the Doomelf Doomed level 15
6th Regrowth 123rd year of Ascendancy at 16:15 see stats
By Doominique the Doomelf Doomed level 25
37th Pyre 123rd year of Ascendancy at 02:28 see stats
By Doominique the Doomelf Doomed level 29
54th Pyre 123rd year of Ascendancy at 00:23 see stats
By Doominique the Doomelf Doomed level 36
64th Haze 123rd year of Ascendancy at 07:27 see stats
By Doominique the Doomelf Doomed level 28
50th Pyre 123rd year of Ascendancy at 13:10 see stats
By Doominique the Doomelf Doomed level 36
5th Decay 123rd year of Ascendancy at 00:19 see stats
By Doominique the Doomelf Doomed level 13
61st Haze 122nd year of Ascendancy at 09:27 see stats
By Doominique the Doomelf Doomed level 27
47th Pyre 123rd year of Ascendancy at 18:39 see stats
By Doominique the Doomelf Doomed level 37
29th Pyre 124th year of Ascendancy at 23:40 see stats
By Doominique the Doomelf Doomed level 18
40th Regrowth 123rd year of Ascendancy at 02:23 see stats
By Doominique the Doomelf Doomed level 16
23rd Regrowth 123rd year of Ascendancy at 03:35 see stats
By Doominique the Doomelf Doomed level 21
66th Regrowth 123rd year of Ascendancy at 00:40 see stats
By Doominique the Doomelf Doomed level 29
52nd Pyre 123rd year of Ascendancy at 04:02 see stats
By Doominique the Doomelf Doomed level 5
77th Pyre 122nd year of Ascendancy at 13:00 see stats
By Doominique the Doomelf Doomed level 15
6th Regrowth 123rd year of Ascendancy at 15:37 see stats
By Doominique the Doomelf Doomed level 10
29th Dusk 122nd year of Ascendancy at 23:17 see stats
By Doominique the Doomelf Doomed level 20
42nd Regrowth 123rd year of Ascendancy at 02:15 see stats
By Doominique the Doomelf Doomed level 30
29th Dusk 123rd year of Ascendancy at 19:22 see stats
By Doominique the Doomelf Doomed level 40
9th Mirth 124th year of Ascendancy at 01:38 see stats
By Doominique the Doomelf Doomed level 20
43rd Regrowth 123rd year of Ascendancy at 03:00 see stats
By Doominique the Doomelf Doomed level 36
12nd Regrowth 124th year of Ascendancy at 19:49 see stats
By Doominique the Doomelf Doomed level 39
6th Mirth 124th year of Ascendancy at 09:28 see stats
By Doominique the Doomelf Doomed level 39
9th Mirth 124th year of Ascendancy at 01:05 see stats
By Doominique the Doomelf Doomed level 13
1st Wintertide 123rd year of Ascendancy at 12:07 see stats
By Doominique the Doomelf Doomed level 31
55th Dusk 123rd year of Ascendancy at 07:15 see stats
By Doominique the Doomelf Doomed level 29
53rd Pyre 123rd year of Ascendancy at 16:43 see stats
By Doominique the Doomelf Doomed level 28
47th Pyre 123rd year of Ascendancy at 21:38 see stats
By Doominique the Doomelf Doomed level 37
14th Regrowth 124th year of Ascendancy at 00:21 see stats
By Doominique the Doomelf Doomed level 40
5th Flare 124th year of Ascendancy at 13:25 see stats
By Doominique the Doomelf Doomed level 5
7th Mirth 122nd year of Ascendancy at 21:04 see stats
By Doominique the Doomelf Doomed level 15
6th Regrowth 123rd year of Ascendancy at 16:15 see stats
By Doominique the Doomelf Doomed level 9
16th Dusk 122nd year of Ascendancy at 18:19 see stats
By Doominique the Doomelf Doomed level 31
50th Dusk 123rd year of Ascendancy at 23:27 see stats
By Doominique the Doomelf Doomed level 32
63rd Dusk 123rd year of Ascendancy at 16:48 see stats
By Doominique the Doomelf Doomed level 19
41st Regrowth 123rd year of Ascendancy at 18:22 see stats
By Doominique the Doomelf Doomed level 24
36th Pyre 123rd year of Ascendancy at 13:39 see stats
Log
Shadow hits Ghoulking for 87 physical damage.
Skeleton warrior uses Stunning Blow.
Shadow casts Fade.
Shadow fades!
Shadow resists the stunning blow!
Ghoulking uses Retch.
Ghoulking VOMITS on the ground!
Shadow resists the mind attack!
You have deflected 3 incoming damage!
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
Skeleton warrior hits Shadow for 16 fire damage.
Skeleton warrior hits Shadow for 0 fire damage.
Skeleton warrior hits Shadow for 0 fire damage.
Skeleton warrior hits Shadow for 0 physical, 0 mind, 0 fire (0 total damage).
Skeleton warrior hits Doominique for (3 deflected), 5 fire (5 total damage).
Skeleton warrior hits Shadow for 0 physical, 0 blight, (0 total damage).
Something hits Shadow for 119 physical damage.
Shadow hits Shadow for 113 physical damage.
You have deflected 155 incoming damage!
You fight through the pain! (+3 hate)
You have deflected 155 incoming damage!
You fight through the pain! (+3 hate)
You have deflected 119 incoming damage!
Your hatred grows even as your life fades! (+23 hate)
Your hatred grows even as your life fades! (+15 hate)
Saving game...